virtualx-engine/scene/3d/collision_polygon.cpp

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/*************************************************************************/
/* collision_polygon.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "collision_polygon.h"
#include "collision_object.h"
#include "scene/resources/concave_polygon_shape.h"
#include "scene/resources/convex_polygon_shape.h"
void CollisionPolygon::_add_to_collision_object(Object *p_obj) {
if (!can_update_body)
return;
CollisionObject *co = p_obj->cast_to<CollisionObject>();
ERR_FAIL_COND(!co);
if (polygon.size() == 0)
return;
bool solids = build_mode == BUILD_SOLIDS;
Vector<Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
if (decomp.size() == 0)
return;
if (true || solids) {
//here comes the sun, lalalala
//decompose concave into multiple convex polygons and add them
shape_from = co->get_shape_count();
for (int i = 0; i < decomp.size(); i++) {
Ref<ConvexPolygonShape> convex = memnew(ConvexPolygonShape);
DVector<Vector3> cp;
int cs = decomp[i].size();
cp.resize(cs * 2);
{
DVector<Vector3>::Write w = cp.write();
int idx = 0;
for (int j = 0; j < cs; j++) {
Vector2 d = decomp[i][j];
w[idx++] = Vector3(d.x, d.y, depth * 0.5);
w[idx++] = Vector3(d.x, d.y, -depth * 0.5);
}
}
convex->set_points(cp);
co->add_shape(convex, get_transform());
}
shape_to = co->get_shape_count() - 1;
if (shape_to < shape_from) {
shape_from = -1;
shape_to = -1;
}
} else {
#if 0
Ref<ConcavePolygonShape> concave = memnew( ConcavePolygonShape );
DVector<Vector2> segments;
segments.resize(polygon.size()*2);
DVector<Vector2>::Write w=segments.write();
for(int i=0;i<polygon.size();i++) {
w[(i<<1)+0]=polygon[i];
w[(i<<1)+1]=polygon[(i+1)%polygon.size()];
}
w=DVector<Vector2>::Write();
concave->set_segments(segments);
co->add_shape(concave,get_transform());
#endif
}
//co->add_shape(shape,get_transform());
}
void CollisionPolygon::_update_parent() {
if (!can_update_body)
return;
Node *parent = get_parent();
if (!parent)
return;
CollisionObject *co = parent->cast_to<CollisionObject>();
if (!co)
return;
co->_update_shapes_from_children();
}
void CollisionPolygon::_set_shape_range(const Vector2 &p_range) {
shape_from = p_range.x;
shape_to = p_range.y;
}
Vector2 CollisionPolygon::_get_shape_range() const {
return Vector2(shape_from, shape_to);
}
void CollisionPolygon::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
can_update_body = get_tree()->is_editor_hint();
set_notify_local_transform(!can_update_body);
//indicator_instance = VisualServer::get_singleton()->instance_create2(indicator,get_world()->get_scenario());
} break;
case NOTIFICATION_EXIT_TREE: {
can_update_body = false;
set_notify_local_transform(false);
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (!is_inside_tree())
break;
if (can_update_body) {
_update_parent();
}
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (!can_update_body && shape_from >= 0 && shape_to >= 0) {
CollisionObject *co = get_parent()->cast_to<CollisionObject>();
if (co) {
for (int i = shape_from; i <= shape_to; i++) {
co->set_shape_transform(i, get_transform());
}
}
}
} break;
#if 0
case NOTIFICATION_DRAW: {
for(int i=0;i<polygon.size();i++) {
Vector2 p = polygon[i];
Vector2 n = polygon[(i+1)%polygon.size()];
draw_line(p,n,Color(0,0.6,0.7,0.5),3);
}
Vector< Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
#define DEBUG_DECOMPOSE
#ifdef DEBUG_DECOMPOSE
Color c(0.4,0.9,0.1);
for(int i=0;i<decomp.size();i++) {
c.set_hsv( Math::fmod(c.get_h() + 0.738,1),c.get_s(),c.get_v(),0.5);
draw_colored_polygon(decomp[i],c);
}
#endif
} break;
#endif
}
}
void CollisionPolygon::set_polygon(const Vector<Point2> &p_polygon) {
polygon = p_polygon;
if (can_update_body) {
for (int i = 0; i < polygon.size(); i++) {
Vector3 p1(polygon[i].x, polygon[i].y, depth * 0.5);
if (i == 0)
aabb = AABB(p1, Vector3());
else
aabb.expand_to(p1);
Vector3 p2(polygon[i].x, polygon[i].y, -depth * 0.5);
aabb.expand_to(p2);
}
if (aabb == AABB()) {
aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
} else {
aabb.pos -= aabb.size * 0.3;
aabb.size += aabb.size * 0.6;
}
_update_parent();
}
update_gizmo();
}
Vector<Point2> CollisionPolygon::get_polygon() const {
return polygon;
}
void CollisionPolygon::set_build_mode(BuildMode p_mode) {
ERR_FAIL_INDEX(p_mode, 2);
build_mode = p_mode;
if (!can_update_body)
return;
_update_parent();
}
CollisionPolygon::BuildMode CollisionPolygon::get_build_mode() const {
return build_mode;
}
AABB CollisionPolygon::get_item_rect() const {
return aabb;
}
void CollisionPolygon::set_depth(float p_depth) {
depth = p_depth;
if (!can_update_body)
return;
_update_parent();
update_gizmo();
}
float CollisionPolygon::get_depth() const {
return depth;
}
String CollisionPolygon::get_configuration_warning() const {
if (!get_parent()->cast_to<CollisionObject>()) {
return TTR("CollisionPolygon only serves to provide a collision shape to a CollisionObject derived node. Please only use it as a child of Area, StaticBody, RigidBody, KinematicBody, etc. to give them a shape.");
}
if (polygon.empty()) {
return TTR("An empty CollisionPolygon has no effect on collision.");
}
return String();
}
void CollisionPolygon::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_add_to_collision_object"), &CollisionPolygon::_add_to_collision_object);
ObjectTypeDB::bind_method(_MD("set_build_mode", "build_mode"), &CollisionPolygon::set_build_mode);
ObjectTypeDB::bind_method(_MD("get_build_mode"), &CollisionPolygon::get_build_mode);
ObjectTypeDB::bind_method(_MD("set_depth", "depth"), &CollisionPolygon::set_depth);
ObjectTypeDB::bind_method(_MD("get_depth"), &CollisionPolygon::get_depth);
ObjectTypeDB::bind_method(_MD("set_polygon", "polygon"), &CollisionPolygon::set_polygon);
ObjectTypeDB::bind_method(_MD("get_polygon"), &CollisionPolygon::get_polygon);
ObjectTypeDB::bind_method(_MD("_set_shape_range", "shape_range"), &CollisionPolygon::_set_shape_range);
ObjectTypeDB::bind_method(_MD("_get_shape_range"), &CollisionPolygon::_get_shape_range);
ObjectTypeDB::bind_method(_MD("get_collision_object_first_shape"), &CollisionPolygon::get_collision_object_first_shape);
ObjectTypeDB::bind_method(_MD("get_collision_object_last_shape"), &CollisionPolygon::get_collision_object_last_shape);
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Triangles"), _SCS("set_build_mode"), _SCS("get_build_mode"));
ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth"), _SCS("set_depth"), _SCS("get_depth"));
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2_ARRAY, "polygon"), _SCS("set_polygon"), _SCS("get_polygon"));
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "shape_range", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), _SCS("_set_shape_range"), _SCS("_get_shape_range"));
}
CollisionPolygon::CollisionPolygon() {
shape_from = -1;
shape_to = -1;
can_update_body = false;
aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
build_mode = BUILD_SOLIDS;
depth = 1.0;
}